Looking for guide for starting gear.


Advice


Starting Character Adventure Gear

Looking for a guide for what a new, starting character should purchase. Everyone knows they need that weapon, armor, and spell book. What about those odd items that can be useful but never seem to be on your character sheet?

So what are these items and trick/tips that can be used with them?


Matt2VK wrote:

Starting Character Adventure Gear

Looking for a guide for what a new, starting character should purchase. Everyone knows they need that weapon, armor, and spell book. What about those odd items that can be useful but never seem to be on your character sheet?

So what are these items and trick/tips that can be used with them?

Holy Water, Alchemist's Fire, and Acid Flasks can help if you're a Caster/Cleric type, and works in overcoming some DR that would otherwise negate your other attacks. It's also useful for separate types of attacks, and especially helpful if you have a Familiar with wings that can drop it on a target creature.

As far as anything else, I haven't noticed anything yet. I do know there is a lot of praise and/or recognition given to the Tanglefoot Bag, but if it's a little expensive for my tastes, and doesn't really do a whole lot. Our group has Trip and Bleed arrows, which can help in debilitating and/or dealing extra damage if you are planning on going a ranged route.

Just a few suggestions...


Here is a short look at what I can recall from memory of my "standard skill-monkey" mundane items that virtually all of my skill-monkey characters carry. A bunch of this is carried by virtually all of my characters:

Fishhook and lots of string or twine (useful for oh so many things..)
Bells (with the string you can set up an alarm perimeter, pack them with the clapper muffled though)
Hammer and pitons
Whistle
Mirror
Caltrops
Small bags of flour
Grappling hook (or even just some big fishhooks tied together)
Crowbar (if you are strong enough to haul one around)
Glasscutter (can be a simple gem like a diamond or ruby)
Candles
Sealing wax
Plaster (yes, this is in the CRB)
paper, pencils, ink, pens
Chalk (especially handy for finding your way out of mazes)
Netting
Small bits of cloth (like bandanas or handkerchiefs)
Rubber balls (great for distractions)
Fireworks and/or smokesticks (if you are a caster with "spark", you will love having these)
Soap
Compass (if you can afford it, lodestone and a steel needle if you can't)

There's more, but that's what I can recall quickly.

Sczarni

Adamantine Dragon wrote:

Here is a short look at what I can recall from memory of my "standard skill-monkey" mundane items that virtually all of my skill-monkey characters carry. A bunch of this is carried by virtually all of my characters:

Fishhook and lots of string or twine (useful for oh so many things..)
Bells (with the string you can set up an alarm perimeter, pack them with the clapper muffled though)
Hammer and pitons
Whistle
Mirror
Caltrops
Small bags of flour
Grappling hook (or even just some big fishhooks tied together)
Crowbar (if you are strong enough to haul one around)
Glasscutter (can be a simple gem like a diamond or ruby)
Candles
Sealing wax
Plaster (yes, this is in the CRB)
paper, pencils, ink, pens
Chalk (especially handy for finding your way out of mazes)
Netting
Small bits of cloth (like bandanas or handkerchiefs)
Rubber balls (great for distractions)
Fireworks and/or smokesticks (if you are a caster with "spark", you will love having these)
Soap
Compass (if you can afford it, lodestone and a steel needle if you can't)

There's more, but that's what I can recall quickly.

I know its a tad pricey but you will use through the whole campaign...Ioun Torch. 75g and you have a torch that circles your head and leaves you hands free.


A mule and pack saddle for carrying everything around, since if you have the gold to buy a lot, you're probably a caster who dumped strength. :)

Rope. Rope. Rope for everybody.

Alchemist's fire and acid if you can afford it, oil otherwise. Paizo loves swarms. Matches, if I don't have Spark. Did I mention oil? Oil is cheap.

Portable battering ram. 10' pole. Canvas. A tent. (I once had to use tent poles to stake a vampire in a dungeon.) Waterproof bags. (My low-level method of spellbook protection is book -> bag -> blanket -> bag -> backpack.)

Also, what Adamantine Dragon said looks pretty much like any list I have written down of necessary adventuring gear, plus I'd add "shovel."

Also, bedroll, rations & waterskin (if you can't Create Water).


Ashiels has a good guide for starting loot with some tricks. The google doc isnt working for me at the moment but here is the link to the discussion.
link

Scarab Sages

The most awful/amazing advice I've seen was to buy all your gear with the broken condition for a massive discount and then use mending to repair it. Junk yard and charity shop adventurer's gear.

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